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Game Level Layout from Design Specification
EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1. -
Introducing the Game Design Matrix: a Step-By-Step Process for Creating Serious Games
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 3-2020 Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games Aaron J. Pendleton Follow this and additional works at: https://scholar.afit.edu/etd Part of the Educational Assessment, Evaluation, and Research Commons, Game Design Commons, and the Instructional Media Design Commons Recommended Citation Pendleton, Aaron J., "Introducing the Game Design Matrix: A Step-by-Step Process for Creating Serious Games" (2020). Theses and Dissertations. 4347. https://scholar.afit.edu/etd/4347 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING SERIOUS GAMES THESIS Aaron J. Pendleton, Captain, USAF AFIT-ENG-MS-20-M-054 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-20-M-054 INTRODUCING THE GAME DESIGN MATRIX: A STEP-BY-STEP PROCESS FOR CREATING LEARNING OBJECTIVE BASED SERIOUS GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Cyberspace Operations Aaron J. -
Program Notes
NSEME 2018 Installations (ongoing throughout festival) Four4 (1991, arr. 2017) - room 2009 Anthony T. Marasco, Eric Sheffield, Landon Viator, Brian Elizondo ///Weave/// (2017) - room 2008 Alejandro Sosa Carrillo (1993) Virtual Reality Ambisonic Toolkit (2018) - room 2011 Michael Smith (1983) Within, Outside, and Beside Itself:The Architecture of the CFA - room 2013 Jordan Dykstra (1985) Installations Program Notes: Alejandro Carrillo “///Weave///” A generative system of both random and fixed values that cycle over a period of 6 minutes. By merging light and sound sine waves, parameters such as frequency, amplitude and spatialization have been mapped into three sound wave generators or voices (bass line, harmonies and lead) and three waveforms from a modular video synthesizer on MaxMSP aiming to audiovisual synchronicity and equivalence. Jordan Dykstra “Within, Outside, and Beside Itself: The Architecture of the CFA” A performance which plays not only with the idea of lecture-performance as a musicological extension of history, narrative, and academic performance-composition Within, Outside, and Beside Itself: The Architecture of the CFA also addresses how the presenta- tion of knowledge is linked to the production of knowledge through performance. I believe that creating space for new connections through creative presentation and alternative methodologies can both foster new arenas for discussion and coordinate existing relationships between academia and the outside world. A critique regarding how the Center for the Arts at Wesleyan University func- tions as an academic institution, as well as its physical role as the third teacher, my lecture performance playfully harmonizes texts from art historians at Wesleyan University, archaeologists, critical theorists, YouTube transcriptions, quotes from the founder of the Reggio Emilia school, and medical journal articles about mirror neurons. -
Designing Affective Games with Physiological Input Lennart E
Designing Affective Games with Physiological Input Lennart E. Nacke Regan L. Mandryk University of Saskatchewan University of Saskatchewan 110 Science Place, Saskatoon, SK 110 Science Place, Saskatoon, SK Canada Canada [email protected] [email protected] ABSTRACT information about user emotion [1] and/or cognition [6]) are With the advent of new game controllers, traditional input becoming more popular in desktop software design as well mechanisms for games have changed to include gestural [2]. For human-computer interaction evaluative studies, this interfaces and camera recognition techniques, which are marks a shift from analyses centering on usability to those being further explored with the likes of Sony’s PlayStation that are looking at the full spectrum of user experience Move and Microsoft’s Kinect. Soon these techniques will (UX). These studies focus on human aspects of interaction, include affective input to control game interaction and such as the behavioral, perceptual, emotional, and cognitive mechanics. Thus, it is important to explore which game capabilities of people [5]. designs work best with which affective input technologies, giving special regard to direct and indirect methods. In this In addition to evaluating affective user responses, the use of paper, we discuss some affective measurement techniques a player’s own cognitive and emotional state as input – and development ideas for using these as control known as affective input – is an exciting input possibility mechanisms for affective game design using that has not been fully explored in the context of games [4]. psychophysiological input. Affective input has seen use as a direct method of control in accessibility applications, and as an indirect method of Author Keywords control in biofeedback training for meditation and phobia Affective computing, entertainment computing, treatment. -
Jews Control U.S.A., Therefore the World – Is That a Good Thing?
Jews Control U.S.A., Therefore the World – Is That a Good Thing? By Chairman of the U.S. based Romanian National Vanguard©2007 www.ronatvan.com v. 1.6 1 INDEX 1. Are Jews satanic? 1.1 What The Talmud Rules About Christians 1.2 Foes Destroyed During the Purim Feast 1.3 The Shocking "Kol Nidre" Oath 1.4 The Bar Mitzvah - A Pledge to The Jewish Race 1.5 Jewish Genocide over Armenian People 1.6 The Satanic Bible 1.7 Other Examples 2. Are Jews the “Chosen People” or the real “Israel”? 2.1 Who are the “Chosen People”? 2.2 God & Jesus quotes about race mixing and globalization 3. Are they “eternally persecuted people”? 3.1 Crypto-Judaism 4. Is Judeo-Christianity a healthy “alliance”? 4.1 The “Jesus was a Jew” Hoax 4.2 The "Judeo - Christian" Hoax 4.3 Judaism's Secret Book - The Talmud 5. Are Christian sects Jewish creations? Are they affecting Christianity? 5.1 Biblical Quotes about the sects , the Jews and about the results of them working together. 6. “Anti-Semitism” shield & weapon is making Jews, Gods! 7. Is the “Holocaust” a dirty Jewish LIE? 7.1 The Famous 66 Questions & Answers about the Holocaust 8. Jews control “Anti-Hate”, “Human Rights” & Degraded organizations??? 8.1 Just a small part of the full list: CULTURAL/ETHNIC 8.2 "HATE", GENOCIDE, ETC. 8.3 POLITICS 8.4 WOMEN/FAMILY/SEX/GENDER ISSUES 8.5 LAW, RIGHTS GROUPS 8.6 UNIONS, OCCUPATION ORGANIZATIONS, ACADEMIA, ETC. 2 8.7 IMMIGRATION 9. Money Collecting, Israel Aids, Kosher Tax and other Money Related Methods 9.1 Forced payment 9.2 Israel “Aids” 9.3 Kosher Taxes 9.4 Other ways for Jews to make money 10. -
Viacom Media Networks
VIACOM MEDIA NETWORKS Viacom TAPE We manage the company’s physical and digital assets Research and organization Media LIBRARY and provide services to production and other groups who of material archives; data- Networks need access to library archives. Daily work flow includes entry of new material; tape circulation, cataloging, research projects, answering shipping materials between phones, record organization and management, tracking archives. and receiving shipments. 20% Learning the MTV Networks library archive database application. This is used for almost all library work 50% Library projects – Working on catalog records for a specific set of material submissions, creating manuals, etc. 30% Tape circulation – Learning to fill orders, refile tapes, and make shipments Nickelodeon OPERATIONS The Nickelodeon Global Operations group · Asset ingesting, tagging and supports several systems which facilitate cataloging of new assets as well as creation of creatives assets, consumer those from other systems such as products, marketing, advertising CRL campaigns as well as a host of digital · Enhancing metadata on existing media. The intern will work primarily with assets to improve search a group who support the digital asset · Taxonomy maintenance management systems and serve as · Maintaining the NickCentral help archivists of off-channel content created desk and responding to general site by Nickelodeon from the early 1990's to questions/issues present. · Work to streamline NickCentral Security Groupings · The digitizing of high value historical assets to insure their preservation and easy "find-ability" for years to come The digital asset management system and taxonomic structure is an ever- growing organism. We're looking for an analytical thinker that can participate in department discussions evaluating necessary top-down organizational changes as well as come up with creative solutions to problems. -
Sunday Morning, March 6
SUNDAY MORNING, MARCH 6 FRO 6:00 6:30 7:00 7:30 8:00 8:30 9:00 9:30 10:00 10:30 11:00 11:30 COM Good Morning America (N) (cc) KATU News This Morning - Sun (cc) Paid NBA Countdown NBA Basketball Chicago Bulls at Miami Heat. (Live) (cc) 2/KATU 2 2 (Live) (cc) Paid Tails of Abbygail CBS News Sunday Morning (N) (cc) Face the Nation College Basketball Kentucky at Tennessee. (Live) (cc) College Basketball 6/KOIN 6 6 (N) (cc) Newschannel 8 at Sunrise at 6:00 Newschannel 8 at Sunrise at 7:00 AM (N) (cc) Meet the Press (N) (cc) NHL Hockey Philadelphia Flyers at New York Rangers. (Live) (cc) 8/KGW 8 8 AM (N) (cc) Betsy’s Kinder- Angelina Balle- Mister Rogers’ Curious George Thomas & Friends Bob the Builder Rick Steves’ Travels to the Nature Clash: Encounters of NOVA The Pluto Files. People’s 10/KOPB 10 10 garten rina: Next Neighborhood (TVY) (TVY) (TVY) Europe (TVG) Edge Bears and Wolves. (cc) (TVPG) opinions about Pluto. (TVPG) FOX News Sunday With Chris Wallace Good Day Oregon Sunday (N) Paid Memories of Me ★★ (‘88) Billy Crystal, Alan King. A young surgeon NASCAR Racing 12/KPTV 12 12 (cc) (TVPG) goes to L.A. to reconcile with his father. ‘PG-13’ (1:43) 5:00 Inspiration Ministry Camp- Turning Point Day of Discovery In Touch With Dr. Charles Stanley Paid Paid Paid Paid Paid Paid 22/KPXG 5 5 meeting (Cont’d) (cc) (TVG) (cc) (TVG) Spring Praise-A-Thon 24/KNMT 20 20 Paid Outlook Portland In Touch With Dr. -
Game Design Involving Online Tools
Analyzing a Process of Collaborative Game Design Involving Online Tools Sandra B. Fan1, Brian R. Johnson2, Yun-En Liu1, Tyler S. Robison1, Rolfe R. Schmidt1, Steven L. Tanimoto1 1. Department of Computer Science and Engineering 2. Department of Architecture University of Washington, Seattle, WA 98195, USA 1: {sbfan, yunliu, trobison, rolfe, tanimoto}@cs.uw.edu; 2: [email protected] Abstract collaboration tools for problem solving across a range of disciplines. In particular, we take a state-space- In this study, we explore how problem solving and search approach to modeling the design process, based design can be modeled using state-space-search on the classical AI theory of problem solving. methodology, by engaging in the design of two During each design exercise, we utilized different educational games. Additionally, we wanted to online collaboration tools: our own INFACT system, discover how online communication tools could be Google Wave beta, as well as our CoSolve used to support collaborative design. We used three environment for modeling state-space problem solving, online tools: 1) CoSolve, a collaborative problem- and we developed two games: Go Atom, a chemistry solving environment that we developed, 2) Google game, and Eco-avelli, a climate change game. Wave, a wiki/chat hybrid communication tool, and 3) In Section 2, we will describe the existing INFACT, a discussion forum that we built for use in technologies and the state-space-search design education. We used these tools to design Go Atom, a methodology in more detail. In Sections 3, 4 & 5, we chemistry game, and Eco-avelli, a game that intended will describe our specific design process of creating to demonstrate the politics of climate change. -
Empowering Personal Privacy: the Control of Personal Information in the Digital Sphere
EMPOWERING PERSONAL PRIVACY: THE CONTROL OF PERSONAL INFORMATION IN THE DIGITAL SPHERE by Yong Jin Park A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2009 Doctoral Committee: Professor W. Russell Neuman, Chair Associate Professor Nojin Kwak Assistant Professor Scott Walker Campbell Assistant Professor Steven J. Jackson Yong Jin Park © 2009 All Rights Reserved Dedication To My wife, Kyung Eun My son, Roland & My daughter, Dainna ii Acknowledgements For me, it was a long journey – filled with pain, sorrow, and solitude. And I remember my mom working in a restaurant late at night and carrying hot noodle bowels to send me the money I needed for a long time. When my mom lost her hair, weight, and got her lymphatic system removed in a hospital bed, I knew my due share of the cause of the pain. My Professor Neuman. … He was more than an advisor to me. As my intellectual father and mentor, he provided me with all the supports that I needed to complete this journey when others were in doubt. The support was not solely sharp and intellectual, but also warm and emotional one that carried me throughout my career at Michigan. All the best that happened to me at Michigan was due to his genuine support, care, and understanding. I am also deeply indebted to my committee members. Professor Kwak fully understood my strengths and weaknesses in private, but always defended, supported, and praised me in public. Professor Campbell, who raised the poignant criticism, never forgot to suggest ways to solve the problems in his generous and continuous support. -
The Role of Architecture in Constructing Gameworlds
Document generated on 09/25/2021 8:46 p.m. Loading The Journal of the Canadian Game Studies Association The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored Anthony Zonaga and Marcus Carter Volume 12, Number 20, Fall 2019 Article abstract In this article, we present a close analysis of the role that the steampunk URI: https://id.erudit.org/iderudit/1065898ar industrial Victorian architecture in Dishonored (2012) has in constructing the DOI: https://doi.org/10.7202/1065898ar player’s experience and knowledge of the gameworld. Through various intertextual allusions and metaphorical representations, we argue the See table of contents architecture works as an important storytelling element, contextualizing information that the player learns and conveying information about the game’s main characters, similar to the ways that architecture is utilized in Publisher(s) other visual media such as television and film. In addition, we also argue that the architecture in Dishonored plays a crucial role in conveying to the player Canadian Game Studies Association information about the morals and values of the fictional society, key to the game’s moral-choice gameplay. ISSN 1923-2691 (digital) Explore this journal Cite this article Zonaga, A. & Carter, M. (2019). The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored. Loading, 12(20), 71–89. https://doi.org/10.7202/1065898ar Copyright, 2019 Anthony Zonaga, Marcus Carter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. -
Design Methods for Democratising Mobile Game Design
Design Methods for Democratising Mobile Game Design Mark J. Nelson Abstract Swen E. Gaudl Playing mobile games is popular among a large and Simon Colton diverse set of players, contrasting sharply with the lim- Rob Saunders ited set of companies and people who design them. We Edward J. Powley would like to democratise mobile game design by ena- Peter Ivey bling players to design games on the same devices they Blanca Pérez Ferrer play them on, without needing to program. Our concept Michael Cook of fluidic games aims to realise this vision by drawing on three design methodologies. The interaction style of The MetaMakers Institute fluidic games is that of casual creators; their end-user Falmouth University design philosophy is adapted from metadesign; and Cornwall, UK their technical implementation is based on parametric metamakersinstitute.com design. In this short article, we discuss how we’ve adapted these three methods to mobile game design, and some open questions that remain in order to em- power end user game design on mobile phones in a way that rises beyond the level of typical user- generated content. Author Keywords Mobile games; casual creators; metadesign; parametric design; end-user creativity; mixed-initiative interfaces. ACM Classification Keywords H.5.m. Information interfaces and presentation: Miscel- laneous Introduction Fluidic Games Our starting point is the observation that mobile games To support on-device casual design, we are developing have attracted a large and diverse set of players, but a what we call fluidic games [5-7]. These blur the line smaller and less diverse set of designers. -
Thursday Morning, Oct. 13
THURSDAY MORNING, OCT. 13 FRO 6:00 6:30 7:00 7:30 8:00 8:30 9:00 9:30 10:00 10:30 11:00 11:30 COM 4:30 KATU News This Morning (N) Good Morning America (N) (cc) AM Northwest (cc) The View Actor Stephen Lang. Live With Regis and Kelly Taylor 2/KATU 2 2 (cc) (Cont’d) (N) (cc) (TV14) Swift; Lauren Alaina. (N) (TVPG) KOIN Local 6 at 6am (N) (cc) The Early Show (N) (cc) Let’s Make a Deal (N) (cc) (TVPG) The Price Is Right (N) (cc) (TVG) The Young and the Restless (N) (cc) 6/KOIN 6 6 (TV14) Newschannel 8 at Sunrise at 6:00 Today Harry Belafonte; Anthony Mackie. (N) (cc) Anderson (cc) (TVG) 8/KGW 8 8 AM (N) (cc) Sit and Be Fit Wild Kratts (cc) Curious George Cat in the Hat Super Why! (cc) Dinosaur Train Sesame Street Alan and Chris A More Perfect Union (TVG) Martha Speaks WordWorld (TVY) 10/KOPB 10 10 (cc) (TVG) (TVY) (TVY) Knows a Lot (TVY) (TVY) coordinate Bubblefest. (TVY) (TVY) Good Day Oregon-6 (N) Good Day Oregon (N) MORE Good Day Oregon The 700 Club (cc) (TVPG) Family Feud (cc) Family Feud (cc) 12/KPTV 12 12 (TVPG) (TVPG) Portland Public Affairs Paid Paid The Magic School Willa’s Wild Life Through the Bible Zola Levitt Pres- Paid Paid Paid 22/KPXG 5 5 Bus (cc) (TVY7) ents (TVG) Changing Your John Hagee Rod Parsley (cc) This Is Your Day Kenneth Cope- Dean & Mary Life Change Cafe John Bishop TV Behind the Lifestyle Maga- James Robison Marilyn Hickey 24/KNMT 20 20 World (TVG) Today (cc) (TVG) (TVG) (cc) (TVG) land (TVG) Brown Scenes (cc) zine (cc) (TVG) (cc) The Steve Wilkos Show I Know Paid Paid My Name Is Earl My Name Is Earl Swift Justice: Swift Justice: Maury (cc) (TV14) The Steve Wilkos Show (N) (cc) 32/KRCW 3 3 That I’ll Fail.